D&D 5E (2024) Meta Party Composition 5.5

Zardnaar

Legend
Previously I have mentioned a few things. Basically I have argued that martials should focus damage while spellcasters focus control.

Crunching numbers we couldn't cone up with a spellcaster that could consistently outdamage the meta martial builds for damage. Those builds are dual wielding and great weapon.

Sword and board deals less damage but you can still build an effective character. I would be leaning towards Paladins and Eldritch Knights for that. Its not all about white room DPR.

Most classes are good enough 1-10 or so. Theres 4 I wouldn't play 1-20 at least single classed. Theres some specific builds or subclasses I would play however.

As per usual I rate tier1 and 2 more important than tier 3 and 4. Realistically most games don't go that high. Hence my comments about wizard its been power crept out by better options at levels that matter imho. I like 2 ranger subclases but probably wouldn't do them single classed.

Classic party is fighter, cleric, rogue, wizard. An archer or jack of all trades makes a great 5th member. 5E the "archer" can be a warlock for example. Most classes now have expanded short rest options and the traditional short rest classes seem to get nova options. Smoothes out the long/short rest issues 5.0 had. Theres no perfect party as it depends on DM, campaign etc. So I'm not going to load up on most damage S tier builds. Party composition is more important.

Party 1. Short Rest 4 Members.
1 Monk (open hand, mercy)
1 Warlock (not a bladelock)
1 Fighter (any probably dex based)
1 Cleric. (Light or trickery)

Subclasses are not to important here. The brackets are what I would play personally. I like this party a lot. The cleric is there due to changes to prayer of healing.

With the right origin you can live without a rogue. Cleric and warlock cover utility and the Warlocks very versatile and front loaded first 5 or 6 levels. I would build this warlock leaning towards control a bit more. 1 invocation to roleplay as an archer.

New Monks also really good. A Fighter or rogue splash for 1 level is very tempting. Everyone is also happy with wanting short rests and cleric can enable a 10 minute one.

Party 2.

1 Paladin (striker build various ones)
1 Sorcerer (Dragon or Aberrant Mind)
1 Cleric (War) or Bard (glamour)
1 Fighter (Eldritch Knight).

This is a more long rest party. Dragon Sorcerer is hybrid striker/control or Aberrant Mind leaning towards control. Eldritch Knight would go intelligence based maybe charisma or wisdom . You're using shillagh and truestrike combo with a staff to topple. Add hex at level 4.

Party 3.

1 Barbarian (World tree)
1 Druid (circle of the sea)
1 Cleric (any)
1 Archer Fighter (battlemaster)

This is your tactical emanation squad. The battlemaster is there to shoot opponents prone. Prone+ spirit guardians reduces movement to zilch. Battlemasters one of the better archers.

The Druids there for summon spells that are emanations. Combined with wrath of the sea and truestrike/shillagh. The Barbarian is there to tank and be a barbarian and teleport opponents into emanating. More tactical and highlights 5.5 mechanics.

So there's a few ideas I woukd consider using in 5.5. They're generally powerful+ versatile, party synergy but good enough if a PC gets incapacitated, paralyzed etc. Due to power creep i don't think it matters to much on exact builds or party composition as long as the players have a basic understanding of D&D and don't build anti combos and things like a fighter with low strength and dexterity scores (truestrike/shillagh builds being an exception).
 

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I have slightly different ideas for a meta party, but all combinations are viable in the end.

One thing, though, you said
Prone+ spirit guardians reduces movement to zilch.
To get up from the prone condition, you need to use half your speed, not half your base speed, and if that speed is already halved, getting up requires half of that, not half of your base speed. This means that, if a creature, let's say a Wolf with a speed of 40 feet, is in the emanation of Spirit Guardians, their speed is now 20 feet. To get up, they need to use half of their speed and because their speed is now 20 feet, they need 10 feet to get up, not 20 feet. The same would apply if a creature is slowed otherwise. For example, a Fighter of level 9+ could knock a creature prone with a Battleaxe, simultaneously apply Hamstring of the Slasher feat, and then attack again and apply the Slow Weapon Mastery property via Tactical Master. A creature with a base speed of 30 feet would now have a speed of 10 feet and need 5 feet of movement to get up.

Don't know if that matters for your meta considerations.
 


Circle of the Sea is a cool subclass, but should have been called Circle of the Storm. It's a good mechanical fit for a "Thor" or "Storm" inspired character.
Flavorwise, I like it a lot and I always call it the Circle of the Storm. I just wish they had designed their core feature a bit better. The Fly Speed is awesome. But it's only 5 feet at first and then 10 feet later, it's a Con save which is among the strongest in the Monster Manual, and it doesn't deal half damage on a successful save. It's also limited to one creature and takes a bonus action to use. If I compare that to Spirit Guardians, which is 15 feet, deals half damage on a successful save, does not require a bonus action, and affects all creatures in the emanation, I think they could have made Wrath of the Sea stronger.
 

Flavorwise, I like it a lot and I always call it the Circle of the Storm. I just wish they had designed their core feature a bit better. The Fly Speed is awesome. But it's only 5 feet at first and then 10 feet later, it's a Con save which is among the strongest in the Monster Manual, and it doesn't deal half damage on a successful save. It's also limited to one creature and takes a bonus action to use. If I compare that to Spirit Guardians, which is 15 feet, deals half damage on a successful save, does not require a bonus action, and affects all creatures in the emanation, I think they could have made Wrath of the Sea stronger.

I think its the mist powerful druid and yeah Storm Druid.

Also interesting with cold caster feat. Internet seems to think its the weakest one derp.

Still think fireball sycks. Saw the conjure animals plus spirit guardians combo. New pkayer she plated a monk with tavern brawl and punched opponents into them.

Tried breaking concentration but couldn't (both took warcaster). 3 combats out of SG, 2 out of SA (cast in different combat).

Monk also had grapple feat but didnt do the carry the cleric cheese. Star druid knowledge cleric more meta would be sea and light imho.
 

Internet seems to think its the weakest one derp.
As stated, due to the lack of half damage, the range of the emanation, the Con save, and the ability to hit only one creature, I agree with that. It's a similar issue with Conjure Animals since they also only deal damage on a failed save, but that's also just a 3rd level spell, not a defining subclass feature.

As for Druid subclasses, to me, it's between Stars and Land, depending on your playstyle with Land providing the more traditional approach. Never heard of anyone rave about the Knowledge Cleric and as far as 5.5e is concerned, I'd agree with Light Cleric. Some liked the Arcana Cleric from the UA due to getting access to high level Wizard spells, but even they admitted that it comes too late to really make it a top subclass.
 

As stated, due to the lack of half damage, the range of the emanation, the Con save, and the ability to hit only one creature, I agree with that. It's a similar issue with Conjure Animals since they also only deal damage on a failed save, but that's also just a 3rd level spell, not a defining subclass feature.

As for Druid subclasses, to me, it's between Stars and Land, depending on your playstyle with Land providing the more traditional approach. Never heard of anyone rave about the Knowledge Cleric and as far as 5.5e is concerned, I'd agree with Light Cleric. Some liked the Arcana Cleric from the UA due to getting access to high level Wizard spells, but even they admitted that it comes too late to really make it a top subclass.

Knowledge cleric isnt meta. Its quite good in current campaign as it realky fits the theme plus custom feats replicating some precious edition stuff. Its still not meta but theres more exploring, wizard/Arcana stuff and skill checks.

So how about this.
Short Rest

Light Cleric
Druid Land or Star Sea /cold caster feat.
Warlock (control build)
Fighter (battle Master)
Monk (mercy, open hand)

Long Rest

Glamour Bard or Sorcerer (Dragon or Aberrant Mind)
Light Cleric
Druid. Land or Star.
Paladin (Devotion, Avenger) or -1 Paladin +1 multiclass ranger (ask ECMO3).
 

Knowledge cleric isnt meta. Its quite good in current campaign as it realky fits the theme plus custom feats replicating some precious edition stuff. Its still not meta but theres more exploring, wizard/Arcana stuff and skill checks.

So how about this.
Short Rest

Light Cleric
Druid Land or Star Sea /cold caster feat.
Warlock (control build)
Fighter (battle Master)
Monk (mercy, open hand)

Long Rest

Glamour Bard or Sorcerer (Dragon or Aberrant Mind)
Light Cleric
Druid. Land or Star.
Paladin (Devotion, Avenger).
The ideal party composition can depend on more factors than just combat. The setting, the encounters, the types of monsters, the presence of dangerous traps, the need for infiltration, social encounters, exploration, the tier, and so on. Thus, on a general level, I would say yes to that one just like I would have yes to the previous one. If you asked me whether you always picked the best subclass, I'd say no, but if you asked me whether all of these can do the job well, I'd say yes.
 

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